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[MUD-Dev] Re: Ugh, IS Diablo a mud?
Koster, Raph (rkoster#origin,ea.com) spake thusly:
> Many of the early muds in fact reset the entire world, because they were
> based around the concept of a scavenger hunt. You tried to gather as
> many of the hunt items as you could, and drop them in a central location
> to score points. You can still see remnants of this design in AberMUDs
> and their descendants, including the ubiquitous town squares in
> Diku-derivatives... so in fact many of the early muds were not really
> very persistent.
For what it's worth, modern Abers (an oxymoron if ever I heard one,
but..) still work in exactly this way, though you can also get points by
killing things and solving puzzles. It does have some design advantages;
puzzles are always guaranteed to be reset to a working condition now and
then even if players carry off vital bits.
Jo
- Thread context:
- [MUD-Dev] Re: Ugh, IS Diablo a mud?, (continued)
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
J C Lawrence claw#under,engr.sgi.com, Wed 23 Sep 1998, 20:29 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Tue 22 Sep 1998, 23:00 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:07 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Jo Dillon emily#thelonious,new.ox.ac.uk, Wed 23 Sep 1998, 15:35 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Ryan Prince jynx_ryn#mindless,com, Thu 24 Sep 1998, 05:42 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Koster, Raph rkoster#origin,ea.com, Wed 23 Sep 1998, 15:21 GMT
- [MUD-Dev] Re: Ugh, IS Diablo a mud?,
Michael.Willey Michael.Willey#abnamro,com, Wed 23 Sep 1998, 18:44 GMT
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